egui/epaint/src/texture_atlas.rs

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// TODO: `TextureData` or similar?
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/// An 8-bit texture containing font data.
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#[derive(Clone, Default)]
pub struct Texture {
/// e.g. a hash of the data. Use this to detect changes!
/// If the texture changes, this too will change.
pub version: u64,
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pub width: usize,
pub height: usize,
/// White color with the given alpha (linear space 0-255).
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pub pixels: Vec<u8>,
}
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impl Texture {
pub fn size(&self) -> [usize; 2] {
[self.width, self.height]
}
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/// Returns the textures as `sRGBA` premultiplied pixels, row by row, top to bottom.
///
/// `gamma` should normally be set to 1.0.
/// If you are having problems with egui text looking skinny and pixelated, try
/// setting a lower gamma, e.g. `0.5`.
pub fn srgba_pixels(&'_ self, gamma: f32) -> impl Iterator<Item = super::Color32> + '_ {
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use super::Color32;
let srgba_from_luminance_lut: Vec<Color32> = (0..=255)
.map(|a| {
let a = super::color::linear_f32_from_linear_u8(a).powf(gamma);
super::Rgba::from_white_alpha(a).into()
})
.collect();
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self.pixels
.iter()
.map(move |&l| srgba_from_luminance_lut[l as usize])
}
}
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impl std::ops::Index<(usize, usize)> for Texture {
type Output = u8;
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#[inline]
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fn index(&self, (x, y): (usize, usize)) -> &u8 {
assert!(x < self.width);
assert!(y < self.height);
&self.pixels[y * self.width + x]
}
}
impl std::ops::IndexMut<(usize, usize)> for Texture {
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#[inline]
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fn index_mut(&mut self, (x, y): (usize, usize)) -> &mut u8 {
assert!(x < self.width);
assert!(y < self.height);
&mut self.pixels[y * self.width + x]
}
}
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/// Contains font data in an atlas, where each character occupied a small rectangle.
///
/// More characters can be added, possibly expanding the texture.
#[derive(Clone, Default)]
pub struct TextureAtlas {
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texture: Texture,
/// Used for when allocating new rectangles.
cursor: (usize, usize),
row_height: usize,
}
impl TextureAtlas {
pub fn new(width: usize, height: usize) -> Self {
Self {
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texture: Texture {
version: 0,
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width,
height,
pixels: vec![0; width * height],
},
..Default::default()
}
}
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pub fn texture(&self) -> &Texture {
&self.texture
}
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pub fn texture_mut(&mut self) -> &mut Texture {
self.texture.version += 1;
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&mut self.texture
}
/// Returns the coordinates of where the rect ended up.
pub fn allocate(&mut self, (w, h): (usize, usize)) -> (usize, usize) {
/// On some low-precision GPUs (my old iPad) characters get muddled up
/// if we don't add some empty pixels between the characters.
/// On modern high-precision GPUs this is not needed.
const PADDING: usize = 1;
assert!(
w <= self.texture.width,
"Tried to allocate a {} wide glyph in a {} wide texture atlas",
w,
self.texture.width
);
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if self.cursor.0 + w > self.texture.width {
// New row:
self.cursor.0 = 0;
self.cursor.1 += self.row_height + PADDING;
self.row_height = 0;
}
self.row_height = self.row_height.max(h);
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while self.cursor.1 + self.row_height >= self.texture.height {
self.texture.height *= 2;
}
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if self.texture.width * self.texture.height > self.texture.pixels.len() {
self.texture
.pixels
.resize(self.texture.width * self.texture.height, 0);
}
let pos = self.cursor;
self.cursor.0 += w + PADDING;
self.texture.version += 1;
(pos.0 as usize, pos.1 as usize)
}
}